The Ultimate eLearning Glossary Part -II

by Pooja Mishra

In our previous blog Elearning glossary part-I, we decoded e-learning terms from A to L. Here’s the remaining set of terms from M-Z.

M-learning (or mobile learning):

It is defined as learning via mobile devices like smartphones or tablets. M-learning employs mobile technologies to learn at convenience with anywhere, anytime accessibility.

Module:

A module is a block, unit or chunk of an e-learning course. It may comprise of video, audio, document, text, test or presentation on a topic. Ideally several modules or units completes a learning course.

It is a process of moving through a course, website or document. A navigation system is like a road map which leads a user to different sections of a course and information contained within it. An ideal instructional design must offer clear, simple navigation and adhere to the three-click rule. The three-click rule suggests that users must be able to find any information or page in maximum ‘3 clicks or taps’.

Objectives:

Course objectives describes the knowledge or skills that learners are expected to gain from a program. The development of a course must be goal-driven. A clearly defined objective helps in designing the e-learning course precisely.

Online learning:

It is a form of learning that involves computer, laptop or mobile device to provide training. In simple words, online learning (also referred as online training or e-learning) is as educational program conducted through electronic devices, usually over the internet.

Open Source Software:

The term ‘open source’ refers to software code that is developed by the community and available for free. It can be modified, shared or redistributed. Moodle is an open source software that’s widely used in e-learning environments.

Outcomes:

Learning outcomes are the statements which describe knowledge or skills students are expected to learn from a program. While learning objectives determines what instructor expects students to learn, learning outcomes map what learners have actually gained.

Pedagogy:

The word pedagogy means a study of the method of teaching. It is an art and science to help students learn. In e-Learning, pedagogy involves selecting the best methods to convey information to learners.

Podcast:

It is a digital audio file usually as a part of themed series. The ‘Podcast’ is derived from iPod (a brand of media player) and ‘broadcast’. These days podcasts are used by millions to learn about a range of subjects.

Problem-Based Learning:

It is a learner-centred approach in which students learn about a subject through solving an open-ended problem. The learners gain knowledge through the development of a solution.

Question Pool:

A collection of reusable tests or questions that serve as a resource center to create one or more tests and versions.

Resources:

Learning materials or resources are texts documents, PDF versions, images or diagrams, videos, or other formats that are embedded in an LMS. The learners can refer these resources to support their learning.

Responsive Design:

It is a design philosophy wherein the online layout adapts to the layout of the devices. The primary reason to keep a website responsive is to increase the reach of an e-learning solution through various devices.

ROI (Return on Investment):

As defined in financial context, ROI is the gain or loss accrued by an investment. In e-learning, it is calculated by comparing reduced costs of e-learning with traditional training. ROI is also sometimes compared to the decrease in accidents or increased productivity.

Scalability:

It is the capability of a learning platform to handle growing number of users and courses. Scalability is crucial for organizations to accommodate changes in usage patterns and accommodate organizational growth.

Self-Paced Learning:

It is a learning approach that allows learners to control the progression pace of an elearning program. The learning approach proceeds from one topic to the next at their own speed.

Simulation:

It is an imitative representation of a situation which allows a learner to learn in a risk-free environment. An elearning program typically comprises of three types of simulations viz. One-shot simulations, Simulations through examples and Microworlds.

Skill-Gap analysis:

A process of comparing personnel’s skills with those required to do a job. The analysis helps in creating a plan to train in professional environment.

SME (Subject Matter Expert):

A domain expert with specialist knowledge in a particular area or topic. Subject Matter Experts assists in the development of engaging and accurate content.

Social Learning:

A learning process which integrates social media tools like Facebook, LinkedIn, Twitter to encourage engagement. This phenomenon emphasizes that learning is a cognitive process that can happen in a social context.

Virtual Reality (VR):

It is a simulation of a 3D environment that can interact with a user seemingly in a real or physical way using special electronic equipment. Virtual reality is gaining popularity with instructional designers working to provide more engaging content for e-learning course.

Wrap up

Hope this glossary helps you to navigate the e-learning turf better. If you are keen to know how elearning can enhance your business operations then contact us.